First Killzone screenshot/details? So says USAToday..

Discussion in 'Console Gaming' started by Titanio, Jul 10, 2007.

  1. "Nerve-Damage"

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    What about the KZ engine impresses you the most nAo, and why?
     
  2. Shifty Geezer

    Shifty Geezer uber-Troll!
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    Indeed. It's worth pointing out that 1 million polygons is one polygon for every pixel... If you could use that many polygons in uber-efficient ways, you could get perfect results. Or putting it another way, if KZ2 has the same model complexity as UT3, and KZ does it in 1 million polys per frame, and UT3 gets the same result using 3 million polygons, is what KZ does a bad thing, or an impressive accomplishment?
     
  3. Neb

    Neb Iron "BEAST" Man
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    I thought people wanted more polygons instead of mapping technique (based on discussions in this thread)! :wink4:

    I myself would like a combination and good use of the polygons and textures.
     
  4. Shifty Geezer

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    Conventional polys, sure, more is better. But imagine an engine where everything was high-order surfaces, and at render-time this was tessellated down to one polygon per pixel based on visibility. You'd get perfect rendering with no visible corners. That's smarter polygons. And in this case the scene could well be twice the size, with half the polygons in the scene not being drawn - it's a two and a half million triangle scene with well over one million visible polygons.

    There's no clarity to the one million polygon figure, so know way to gauge and sense of technical accomplishment from the engine by referencing it. Chances are they're pushing 6 billion triangles per scene, or so my cunning sources would have me believe...
     
  5. shazam

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    whats the highest poly count in a game ever?
     
  6. morlock

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    Now thats alot. I thought 1.4 million polys/frame @ 60fps in the EDGE demo was alot.
     
  7. patsu

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    #1047 patsu, Aug 9, 2007
    Last edited by a moderator: Aug 9, 2007
  8. morlock

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    I really like how the camera reacts when you get shot. You can see it clearly in the BBC-video when the GG guy talks about the game and not playing in the beginning of the level.
     
    #1048 morlock, Aug 9, 2007
    Last edited by a moderator: Aug 9, 2007
  9. Phil

    Phil wipEout bastard
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    Very impressed with the BBC footage. Moves very smooth and fluid too. Not bad indeed! Very nice art-direction.
     
  10. RenegadeRocks

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    Is the BBC vdo available on any other site? coz it doesn't play here.!
     
  11. patsu

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    Behind the Scene

    E3 2007 Behind The Scenes: http://www.killzone.com/killzone/news.jspa?newsID=KDr-g4ICKLImqt1J00lM8DTCrnyjEiTU

     
  12. Konrad

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  13. Neb

    Neb Iron "BEAST" Man
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    Interesting screenshot, shows a lot of the games detail without the motion blur effect on. Although the shadows shows big "stair-steps" and aliasing is visble (2xAA).
     
    #1054 Neb, Aug 17, 2007
    Last edited by a moderator: Aug 17, 2007
  14. one

    one Unruly Member
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  15. Jesus2006

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    ...and i wonder how someone could identify something like AA or any other detail in these over-compressed video captures :roll:
     
  16. Neb

    Neb Iron "BEAST" Man
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    Aww no need for rolleyes, I marked the spots out for you. Still visible even though the image has compression artifacts.

    http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/rim--screenshotmarked.jpg

    Original screenshot in fullsize and less blurry.
    http://www.gamesradar.com/gb//image...lk Viewers/PS3/2007-08-16/rim--screenshot.jpg
     
  17. Todd33

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    They talked about the low resolution shadowmaps (512x512) in the presentation (see other tech thread). It's not an AA issue, they are using 4x AA.

    http://forum.beyond3d.com/showpost.php?p=1047488&postcount=234
     
  18. nintenho

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  19. Laa-Yosh

    Laa-Yosh I can has custom title?
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    You mean, 2x AA...
     
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